Item Script Call

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by tale, Oct 20, 2019.

  1. tale

    tale Volunteer Veteran

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    ItemCallScript 2018/09/20

    Creator name: Triacontane​

    Introduction
    Create an item or skill that will run any script when used.

    When used on the menu screen, can be done without returning to the map screen. (without the use of common event)

    Note: Knowledge of RGSS is required for use.

    VX Ace Script Call Collection from RMN- https://forums.rpgmakerweb.com/index.php?threads/item-script-call.114399/#post-1010194

    Instructions-
    Specify the following in the item or skill note box:
    <=(Script you want to run)=>

    Example(If used, value [100] will be set to variable [1])
    Code:
    <=$game_variables[1] = 100=>
    If the effect range is set for all allies and all enemies, the script will be executed for all targets.

    The following variables and functions can be used in the script.
    user : Item user
    target : Item target

    How to Use
    Paste this script above Main.

    Script


    Credit and Thanks: Triacontane

    Terms of Use
    -
    Free for commercial and non-commercial use.

    License
    -
    MIT License: http://opensource.org/licenses/mit-license.php
     
    Last edited: Oct 20, 2019
    #1
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  2. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

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    What is the difference between using this script and write a custom script, like
    Code:
    def something
      $game_variables[1] = 100
    end
    And call the function in the formula notebox?
     
    #2
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  3. tale

    tale Volunteer Veteran

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    I'm not triacontane or that knowledgeable of RGSS.
    Not so different than using a script call for-
    Code:
    $game_variables[1] = 100
    I guess it's a matter of preference if someone want to use script call when using items or skills.

    ___

    If anyone looking for a list of script call for VX Ace- Script Call Collection from RMN

    Event Page 1

    † Message † Party † Actor †
    † Game Progression † Flow Control †

    Event Page 2
    † Movement † Timing † Picture and Weather †
    † Character † Screen Effect † Music and Sounds †

    Event Page 3
    † Scene Control † Map † System Settings †
    † Battle † Movie †

    Miscellanous
    † Other Useful Things! †

    Source- https://rpgmaker.net/scripts/464/
     
    #3
  4. Shiro-chan

    Shiro-chan Veteran Veteran

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    Would this work with equipment? As in, the moment a piece of gear is equipped/uneqipped, the Common Event/Scriptcall runs without needing to go to map first?
     
    #4
  5. tale

    tale Volunteer Veteran

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    This script works with item or skill. Equipment does not apply.
    Can be done through parallel process event of conditional branch (page 2)
    when an actor is equip with something then use script call.
     
    #5
  6. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

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    I think what Theo means is that since you can use script calls in the item/skills damage formula box by default, how is this different? Even without this script, you can make items/skills use script calls via the damage formula box, so why use this?

    As for @Shiro-chan 's problem, as he/she said, the problem with Common Events is that they dont run by default in the menu. So a common event (even if parallel) to check the equipment will only happen on the map, not on the menu...

    If you're fine with doing what you need via script calls, you can try this script: https://lescripts.wordpress.com/rgss3/equip-events/

    Or if you want to do it via common events, get Tsukihime's Scene Interpreter script so that common events will run on the menu.
     
    Last edited: Oct 23, 2019
    #6
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  7. tale

    tale Volunteer Veteran

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    I forgot about the formula box..

    Putting the script call in Note box for Item/ Skill is accessible than having to pick type of damage to put in script call for item/skills damage formula box which is an extra click.
     
    #7

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